Showing posts with label Game of Thrones. Show all posts
Showing posts with label Game of Thrones. Show all posts

Friday, February 16, 2018

A Game of Thrones 2nd Ed Rematch

I got together with the same guys as my first game last September and had a rematch in which I hoped to do a lot better than last time. Here are some pictures and comments.
Token Rules


Initial Setup

Turn 2, everyone making early claims.

Turn 3, things getting interesting.

The Great Wall of the Lions



Developing my positions in the South.

Meanwhile, in the North Greyjoy moves inland.

Lanister has moved towards King's Landing, but High Garden eyes cutting off their supply lines.

What a bunch of nerds!

I've backstabbed Bartheon and made public my Secret Alliance with High Garden, but in a surprise move Greyjoy comes down around the continent to attack a castle in my backyard and makes a push for winning early with 7 castles.

In the North, Stark launches a counter-offense against the Greyjoys.

Bartheon takes and defends King's Landing from the Lanisters who have left their home fortresses exposed.

Turn 6 and Greyjoy reinforces the Southern beachhead while Martel's fleet moves to force them off.

A successful repelling of the invaders!

Lanister was attacked by Bartheon, High Garden, and Stark breaking their power. They never really recovered.

Stark and Bartheon face off over the western sea.

By the start of Turn 7 and the Greyjoy threat has been neutralized and the alliance of Martel and High are looking strong... too strong.

Greyjoy, at the behest of his new Stark masters, launches another ill-fated assault on the south.

Meanwhile, in the north, Stark gathers strength on both seas for raids up and down the coast.

Removing the Greyjoy ability to attack the north.

Turn 9 and High Garden is looking strong as they take Kings Landing and push into Lanister territory, but the Greyjoy / Stark secret alliance is poised to resist. Ba

Stark removes High Garden from one castle and plots the next move.

An assault Martel made on Bartheon failed miserably in turn 8, so stands very weakened at the opening of turn 9. 

Greyjoy eyes up Lanister Port.

The Starks control a lot of territory across the north and west, but spread thin; only the fleet holds all the forces together.

Beginning of turn 10 and Stark hold 6 castles, but Bartheon attack on the sea has broken a vital supply line.

On turn 9, Martel finally takes the sea around Dragonstone, but too late for me to make a push.

On turn 9 Stark brought the unruly Greyjoy mainland holdings under control, strengthening their position for the big turn 10 push.

Mustering at the beginning of turn 10 and everyone has new armies to order. Let the chaos commence!

Orders are made...


Lines are drawn...

Lanister tries to be relevant...

Orders revealed! With first turn I launched an attack to take the castle just north of King's Landing from Stark! Stark counter attacked and killed my troops but my house card's special ability prevent him from moving in and taking it. Stark was not impressed.

Bartheon and High Garden jostle over a castle in the south of King's Landing as Bartheon regains the sea around Dragonstone.

High Garden's attack is successful!
That last castle put High Garden and Stark in a tie with 6 each. But High Garden had more strongholds (3-1) and that tie breaker put them on top.

Personally I did better than last time and while I didn't come close to winning I was able to play king maker and help my ally win, so I'm taking it as a moral victory.

Monday, September 25, 2017

Game of Thrones Board Game

** NON-EVE-CONTENT **

This past weekend I finally got the chance to break out my Game of Thrones 2nd Ed board game with a group of friends.

First a quick review:

This game has very simple mechanics for managing supply and armies, and for issuing orders to armies and resolving combat, but the permutations of options in orders and planning makes the game very deep and intense, and even in the last turn the winning spot was open to 3 players. The downside is that it took a long time to explain the mechanics and the game itself took over 4 hours to complete (but it was well worth it).

On To The Report

The first few turns of the game saw us slowly expanding and rubbing against each others borders, get the hang of the march, defend, and support orders. March means move into adjacent area, possibly initiating combat, defend means not moving but getting a bonus if someone attacks, and support means not moving but throwing your combat strength into any battles in adjacent territories. There is also raid orders to try and remove other players' orders, and consolidate power orders which gives more power tokens for the political bidding side of the game.

We finally got to muster on turn 3 (i.e. get new units, its not guaranteed every turn) and by the start of turn 4 the stage was set. The six of us had formed into three alliances: Myself as Baratheon working with Lanister in the middle, Greyjoy and Stark in the north, and Tyrell and Martel in the south. This would turn out very bad for my alliance; I had counted on Tyrell and Martel fighting each other while I went north with Lanister but in hindsight our alliance forced them to ally rather than being left on their own.

I took King's Landing from the neutral army sitting on it since the start of the game and the real game began.

Stark came south along the east coast and I moved armies to meet him around Crackclaw point while Lanister pushed north along the west coast. Greyjoy was looking beaten so I hoped to push stark back as well so we could turn around and hit the southern forces. But my attack against stark failed and Tyrell, secured in his alliance with Martel, launched a surprise assault on kings landing from the west and took it.


Near the same time, Greyjoy launched a brilliant flanking move on the Lanister armies, cutting them off from retreat and destroying a routed army! I launched a counter attack on Kings Landing and retook it, but my strength was waning and my ally falling back, with Stark still breathing down my neck.
As turn 8 opened I hoped that Martell, seeing the growing strength of Tyrell and weakened state of my alliance with the north marching, would break his alliance and try to grab castles (the main victory condition) from him, but while he did start making inroads there it was not before the Highgarden Hustler made a push for seven castles with an amazing march from The Reach into King's Landing routing my armies again, and then oblitering them in Crackclaw point, before ending his marching in Lanister territory. Meanhile, my fleet unable to help, tried to break the Stark blockade of Dragonstone only to be completely wiped out as well! WOE IS ME!

At 6 castles Tyrell was only 1 away from the immediate win condition but he lacked the orders to take one more.

Tyrell suffered counterattacks from the Lanister, Stark, and Martel in turn 9 to try and prevent his victory, while I tried to rebuild a fleet and Greyjoy moved into weakened Lanister territories. There was a lot of castle trading between Martel and Tyrell but eventually the game ended with both Greyjoy and Martel at 6 castles, one away from clear victory. The first tie breaker was whoever had the most strongholds (i.e. big castles) and Greyjoy controlling his own plus the two Lanister strongholds came out on top.

"We do not sow."

Lessons Learned:

- be careful making alliances with regards to who is going to ally against you in response.
- double check your math calculations before initiating battles.
- don't over extend
- maybe build up a little more before attacking to agressively